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Its its own kind of grind. better to learn that stuff early rather than playing catch up after leaving sub 25 gs lobbies when you have decent stuff to lose.
I don't mind if it is a new player, but the people I die to have at least 100+ fame. I've played the game enough to be smart and not die to them, but it's just a sad way to kill off the new players trying the game. It's never new players spawn rushing. Again, I love this game and it's a part of the game, but if you have 100+ hours in the game you shouldn't be spawn rushing 25's lol
It's not just these factors either. Spend 0 gold, spawn in, rush, either die and reset or kill the guy.
Once you kill a couple people the lobby is more or less yours, now you can go to whatever modules you want. It's basically about killing them *before* they have gear so you can go loot good chests, not killing people *for* their gear.
Some of this also goes back to the original tests. In Playtest 1, 2, 3, and 4 the meta was to rush spawns because there were more players in the dungeon so someone usually spawned very close to you and you would rush them if you knew where to go. Some older players just play this way, especially if there's no loot risk.
Sometimes they just want everyone in close proximity dead so they can PvE in peace.
To me the spawnrushing is just indicative of just how absurd the Move Speed meta is. You have people running literal circles around convoys of mobs, ignoring the Dungeon Crawler aspect to just zerg rush other players.
The fact that people can run upwards of 3-4 rooms of distance in a minute or less just makes me wonder why the dungeon is even present in the first place if people are just going to ignore every aspect of it.
Even in 24-GS lobbies i rush every player to see if friend or foe. I am still not great and i would rather force PVP on people with nothing than a new player trying their new kit they saved for...